I feel mill rogue would be strong against a lot of the control/slower decks out there right now, but this deck should do well against it. Haven't played that matchup myself tho.
If you do get Astral I wouldn't keep anything except Innervate or Wild Growth's, as both allow you to play Astral quicker. If you are going second and are lucky to get both Astral and Innervate, then I would mulligan the last two for bad cards.
If you don't have Astral, but have Wild Growth, Grove Tender or Innervate, I would keep any of them. There's enough 5/6 drops to effectively stay alive with any of those cards. If you mulligan any of these cards for hopes of Astral, you're gonna have a bad time more often than not.
I definitely agree Chillmaw would be effective if you're facing a lot of aggro decks. Taunts in general get good, and could certainly look to put one or two more in, even cheaper stuff like Sludge Belcher.
If that is all you had in your hand, I would. Without innervate tho many times I don't end up using Astral Communion, but depends on what else is in your deck. If you can play a decent curve of cards within a turn or two, it's probably not going to be worth using. If you're looking at 2+ before playing anything, then I'd likely use Astral.
There's definitely wiggle room to add your own flavor. I would like to add another 4/5 drop, Sludge Belcher and Azure Drakes being the best bets, I'll probably play around with that instead of Nourish and see how it goes!
If you find yourself facing more aggro/rush decks on ladder I'd consider something like Sludge Belcher (sticky taunt), Keeper of the Grove (a 4 drop, kills knife juggler etc, or silence), or Azure Drake (5 drop and draws another card). If it's slower, more control stuff you're facing then a couple more big minions I'd go with.
7
I feel mill rogue would be strong against a lot of the control/slower decks out there right now, but this deck should do well against it. Haven't played that matchup myself tho.
8
A regular, boring, tried and true ramp druid =)
2
If you do get Astral I wouldn't keep anything except Innervate or Wild Growth's, as both allow you to play Astral quicker. If you are going second and are lucky to get both Astral and Innervate, then I would mulligan the last two for bad cards.
If you don't have Astral, but have Wild Growth, Grove Tender or Innervate, I would keep any of them. There's enough 5/6 drops to effectively stay alive with any of those cards. If you mulligan any of these cards for hopes of Astral, you're gonna have a bad time more often than not.
I definitely agree Chillmaw would be effective if you're facing a lot of aggro decks. Taunts in general get good, and could certainly look to put one or two more in, even cheaper stuff like Sludge Belcher.
2
If that is all you had in your hand, I would. Without innervate tho many times I don't end up using Astral Communion, but depends on what else is in your deck. If you can play a decent curve of cards within a turn or two, it's probably not going to be worth using. If you're looking at 2+ before playing anything, then I'd likely use Astral.
2
There's definitely wiggle room to add your own flavor. I would like to add another 4/5 drop, Sludge Belcher and Azure Drakes being the best bets, I'll probably play around with that instead of Nourish and see how it goes!
0
If you find yourself facing more aggro/rush decks on ladder I'd consider something like Sludge Belcher (sticky taunt), Keeper of the Grove (a 4 drop, kills knife juggler etc, or silence), or Azure Drake (5 drop and draws another card). If it's slower, more control stuff you're facing then a couple more big minions I'd go with.